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culling issues.... transform frustrum points

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okay im using OGL and my own matrix class.... what i do is extract the 8 points from the frustum, and i want to transform them to worls space.... this is what i do:
	//set world matrix also

	//glTranslatef( position[X], position[Y], position[Z] );

	world = world * projection;

	//Matrix4 rot;

	//rot.RotateY( DtoR(-45) );

	//world = world * rot;


and transform like this:
BOUNDS Camera::GetTransformedBounds()
	BOUNDS worldBounds;
	for( int i = 0 ; i < 8; ++i )
		worldBounds.points[i] = world * frustum.points[i];

	return worldBounds;
seems as if the transformation is only working with rotations, leaving the positions/transform out of the multiplication some how :-/ ie. seems as if my frustrum for culling is always situated at 0,0,0 any ideas if this is the troublesome code? [edited by - supagu on March 20, 2004 11:41:34 PM]

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